sort of. If you're playing without CP, you can "spend" the points to get rid of crankiness, even if you're not actually spending anything. Crankiness only exists to moderate players who actually use CP. Lots of cranky heroes are very cost inefficient, so the player would spend more points on regular troopers. lots of chivalrous (non-cranky) minifigs cost even MORE CP, so the player is also going to think twice before busting them out.

With CP out the door, there's no real reason for crankiness unless you want it there. Some people do because, frankly, it's kindof funny. But most people... don't.

with no cp you need limits though like you can only have 15 commando points to train a minifigure to be a commado you spend 1 to train a commando to be a supercommado you spend 1 thats 7 super commandos with point left or 15 commandos.
you could have hero limits.

"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs""Triangalism! What's the fuckin' point!"

sort of. If you're playing without CP, you can "spend" the points to get rid of crankiness, even if you're not actually spending anything. Crankiness only exists to moderate players who actually use CP.

This is a trick, don't listen to him. Crankiness doesn't have a separate CP cost, it's just as much a part of the Heroic Ego as the Heroic Feat. If anything, it makes Heroes cheaper, not more expensive.

Crankiness is in there to discourage players from fielding too many Heroes. The number of Heroes has to be kept small for them to feel properly important compared to regular units, to cut down on the tendency of Heroic Feats to take over the whole game, and to make it more important for players to always defend their rare Heroes with sufficient RedShirts.

Natalya wrote:What's that? I can't hear you over the sound of how banned you are.

sort of. If you're playing without CP, you can "spend" the points to get rid of crankiness, even if you're not actually spending anything. Crankiness only exists to moderate players who actually use CP.

This is a trick, don't listen to him. Crankiness doesn't have a separate CP cost, it's just as much a part of the Heroic Ego as the Heroic Feat. If anything, it makes Heroes cheaper, not more expensive.

Crankiness is in there to discourage players from fielding too many Heroes. The number of Heroes has to be kept small for them to feel properly important compared to regular units, to cut down on the tendency of Heroic Feats to take over the whole game, and to make it more important for players to always defend their rare Heroes with sufficient RedShirts.

Wait crap, since when was crankiness just considered a part of Heroic Ego, and not it's own thing? I could have sworn it was one of those (-2CP) abilities or something along those lines!

stubby wrote:This is a trick, don't listen to him. Crankiness doesn't have a separate CP cost, it's just as much a part of the Heroic Ego as the Heroic Feat. If anything, it makes Heroes cheaper, not more expensive.

The Knight's Kingdom hero cards have a Crankiness-negator as part of their Knight of Morcia ability. The ability is way too cheap for my tastes, come to think of it.

Me and my brother generally field vastly different armies (Giant creations versus massed infantry being a common one), so we use CP to make sure we're both on the same wavelength and discuss how to balance under-optimized troops outside of it. I agree with Stubby. Heroes are fun, and there are legitimate reasons to field more than one, but lots of over-skilled and over-armored units can cheapen the rest of the battle, and each-other. The -1 per die also provides a nice counterbalance to the increased bonus dice that d6s bring.

Don't worry IVHorseman, I thought it was a separate CP cost for Crankiness, too.

Do you have any idea about the cost the Heroic Ego would give without the crankiness Rayhawk/stubby? I actually don't have Heroes in my two main armies now, just some more high-ranking officers, but when I think of several Heroes on a team I automatically think superheroes.

If I wanted to make a superhero team, they would need something like a Heroic Feat each, but they are a team and work together. Granted, one or two of them might be Cranky because they feel like they're better on their own or other reasons, and THEY would get the Crankiness ability, but the others know how to work as a team.

Maybe another ability is in order that is similar to a Heroic Feat, but less powerful in some way and minus the Crankiness?

I'll be honest, I've never played a game where this was called into effect. Most of my group of players just don't care or don't read the rules well enough. Me, personally, I've never used more than one hero, because I barely utilize the one I always have. It's not that I'm not creative enough to come up with heroic feats every turn, I just try to spread the awesome out between all of my units.